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Tradeskill AA's i wish we would have seen in UF

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  • Tradeskill AA's i wish we would have seen in UF

    Well UF is here and I am a little bummed.

    No new cool AA's for tradeskills. atleast nothing that i consider cool or ground breaking. I was hoping for something like

    Super Click AA- 5 aa per rank with 3 ranks. Increases the probability of a skillup by 3% per rank active AA with a 15 min timer. 24 hour refresh. "Could you imagine setting up your combines to use that aa every day "

    Masters knowledge AA - 5 AA per rank with 3 ranks. Increase the success rate by 10/20/30 % per rank active AA with a 15 min timer. 24 hour refresh.

    Guaranteed Success AA - 12AA single rank. usable only once every week with a 100% success rate on your next combine.

    Oh and how about adding a title like "Grand Master Artisan" for having a base 300 in all tradeskills !!!

  • #2
    Originally posted by saum View Post
    Well UF is here and I am a little bummed.

    No new cool AA's for tradeskills. atleast nothing that i consider cool or ground breaking. I was hoping for something like

    Super Click AA- 5 aa per rank with 3 ranks. Increases the probability of a skillup by 3% per rank active AA with a 15 min timer. 24 hour refresh. "Could you imagine setting up your combines to use that aa every day "

    Masters knowledge AA - 5 AA per rank with 3 ranks. Increase the success rate by 10/20/30 % per rank active AA with a 15 min timer. 24 hour refresh.

    Guaranteed Success AA - 12AA single rank. usable only once every week with a 100% success rate on your next combine.

    Oh and how about adding a title like "Grand Master Artisan" for having a base 300 in all tradeskills !!!
    3% ?!? That is more than double the skill up rate at the high end. Also there are already items with bonus skill up chances.

    Success rate increase... thats the same as decrease the chance of failure...yeah we already have those, its mastery aa , 10/25/50% and they are terrible ideas for tradeskills. Please no more.

    The title "Master Artisan" is for when all tradeskills have a raw skilll of 300. What do you need another word in there for?

    Typically, trivials are set against the best possible chances to succeed. So an item that is supposed to enter the game at a predetermined rate (as set by the devs) has to have a trivial sufficiently high to give players with everything a certain chance of success. Now, you want that to be where players have 80% chance of success INCREASE over normal rates, trivials would be in the 800s soon. That is just beyond rediculous.
    Shawlweaver Sphynx on Cazic Thule
    Master Artisan Aldier on Cazic Thule

    Comment


    • #3
      well since you dont like mine, lets here you suggestions for more aa's for tradeskill aa's

      oh and how about

      Selective recovery -10 AA allows you to select wich items are recovered when a failure ocures. salvage aa's would be required pre-req of course

      oh and yeah i want that extra word
      Last edited by saum; 12-29-2009, 06:24 PM.

      Comment


      • #4
        Originally posted by saum View Post
        well since you dont like mine, lets here you suggestions for more aa's for tradeskill aa's

        oh and how about

        Selective recovery -10 AA allows you to select wich items are recovered when a failure ocures. salvage aa's would be required pre-req of course

        oh and yeah i want that extra word
        Increased ranks of Salvage to further improve on the chances of recovering an item. I don't want to specify the item, just higher chance of salvage.

        REMOVE the Mastery aa and replace with +skill AA that give straight skill numbers. This would be a true FIX to tradeskill aa's. Make it so the tradeskill mastery adds 50 points to skill or something like that instead of the failure reduction %age that forces trivials to soar to over 500.

        AA to allow you to learn to craft the cultural armor for an additional race. Through careful study of another race's craftsmanship, you learn the art of creating cultural for them. If that is too strong, put in a restriction blocking the top level of armor for them but can make all lower forms, presently could make elegant but not stalwart and if a new version appears in a later expansion, stalwart would unlock. The lore behind the coldain prayer shawl itself was that you learned to craft as the Coldain elite crafters and in time created your own masterpiece representing Coldain techniques and patterns.

        Honestly, I don't know if I really need/want any new tradeskill aa (other than a fix to mastery aa) until there is a need. A need would require a fix to mastery, fix to trophies, and increase in skill cap. The 3 things TOGETHER would be a proper fix and be new tradeskill aa series.
        Shawlweaver Sphynx on Cazic Thule
        Master Artisan Aldier on Cazic Thule

        Comment


        • #5
          Tradeskill AAs

          I like the idea of being able to pick up other races cultural.

          I wouldn't mind AAs that added unique recipes. Maybe one that would let you upconvert materials, one rank per tier at 3 AA each. So at rank 1 you could take 5 T1 raw materials, say ruined animal pelts, and turn them into 1 mangled animal pelt. Make each tier cost 3 AA, so if you really want to be able to convert exquisite animal pelts into immaculate animal pelts you have to really pay for it in AA. Have salvage 3 as a prereq. This could also add some value to lower tier drops that no one really uses except as a skill up path, though it might harm people who need those mats for skilling up as well.

          Also how about an AA that increases your chances to loot a TS component? I know with the way mobs are spawned the items are already predetermined, but maybe when you loot a TS component there's a chance it becomes 2 of that item. Maybe give it a 2/5/10% progression at 3/6/9 AAs.

          I agree that I'm not a fan of the mastery AAs. All they do is drive up the trivials of new high end items.

          Comment


          • #6
            I like the idea of being able to do other culturals ! Neat idea

            Comment


            • #7
              Originally posted by Merlaina View Post
              Also how about an AA that increases your chances to loot a TS component? I know with the way mobs are spawned the items are already predetermined, but maybe when you loot a TS component there's a chance it becomes 2 of that item. Maybe give it a 2/5/10% progression at 3/6/9 AAs.

              I agree that I'm not a fan of the mastery AAs. All they do is drive up the trivials of new high end items.
              This would be REALLY hard, near impossible to code I would think as it would not so much be a tradeskill AA as it would be a loot aa. I can get double loot if I spend aa?? That seems a bit odd.

              Mastery as a %age are what I think create the biggest problem which is why I suggested they be a straight skill boost. Same with trophies. 15% boost gives you a biggest boost the higher your skill goes. If trophies and mastery aa were changed to be flat skill boosts then they would be more easily scaled and increased as skill caps went up (assuming a fix to the formula of course).
              Shawlweaver Sphynx on Cazic Thule
              Master Artisan Aldier on Cazic Thule

              Comment


              • #8
                Originally posted by saum View Post
                Well UF is here and I am a little bummed.

                No new cool AA's for tradeskills. atleast nothing that i consider cool or ground breaking. I was hoping for something like

                Super Click AA- 5 aa per rank with 3 ranks. Increases the probability of a skillup by 3% per rank active AA with a 15 min timer. 24 hour refresh. "Could you imagine setting up your combines to use that aa every day "
                I don't like this because skillups are so temporary... they will always lead to caps. So this leads to an AA that just ends up with little use once you hit cap.
                Originally posted by saum View Post
                Masters knowledge AA - 5 AA per rank with 3 ranks. Increase the success rate by 10/20/30 % per rank active AA with a 15 min timer. 24 hour refresh.
                Well since this has a refresh and is not a permanent ability like current mastery AA's I am not as against it. But I would want flat "skill increase" as Aldier mentioned. And On top of that. I don't think we need something to stack on top of current mastery AA's which are already VERY powerful.
                Guaranteed Success AA - 12AA single rank. usable only once every week with a 100% success rate on your next combine.

                Oh and how about adding a title like "Grand Master Artisan" for having a base 300 in all tradeskills !!![/QUOTE]
                Maybe. I just fear abuse... even at 1 per week. But not to bad.
                Originally posted by saum View Post
                Selective recovery -10 AA allows you to select wich items are recovered when a failure ocures. salvage aa's would be required pre-req of course
                rather large interface change goes with that. And I am not sure I like that. Maybe if it went with an increased chance of failure because you are concentrating more on preserving your materials than do a good job.
                Originally posted by Aldier View Post
                Increased ranks of Salvage to further improve on the chances of recovering an item. I don't want to specify the item, just higher chance of salvage.
                I have plans...
                Originally posted by Aldier View Post
                REMOVE the Mastery aa and replace with +skill AA that give straight skill numbers. This would be a true FIX to tradeskill aa's. Make it so the tradeskill mastery adds 50 points to skill or something like that instead of the failure reduction %age that forces trivials to soar to over 500.
                still considering something like this, despite the cries of outrage and large amount of work it would cause me.
                Originally posted by Aldier View Post
                AA to allow you to learn to craft the cultural armor for an additional race. Through careful study of another race's craftsmanship, you learn the art of creating cultural for them. If that is too strong, put in a restriction blocking the top level of armor for them but can make all lower forms, presently could make elegant but not stalwart and if a new version appears in a later expansion, stalwart would unlock. The lore behind the coldain prayer shawl itself was that you learned to craft as the Coldain elite crafters and in time created your own masterpiece representing Coldain techniques and patterns.
                maybe. One thing though, I still refuse to give Alchemy, Tinkering or Poison making in this manner.
                Originally posted by Merlaina View Post
                I like the idea of being able to pick up other races cultural.

                I wouldn't mind AAs that added unique recipes. Maybe one that would let you upconvert materials, one rank per tier at 3 AA each. So at rank 1 you could take 5 T1 raw materials, say ruined animal pelts, and turn them into 1 mangled animal pelt. Make each tier cost 3 AA, so if you really want to be able to convert exquisite animal pelts into immaculate animal pelts you have to really pay for it in AA. Have salvage 3 as a prereq. This could also add some value to lower tier drops that no one really uses except as a skill up path, though it might harm people who need those mats for skilling up as well.
                Not a huge fan of these, because it allows farming of VERY easy content that can be mass AE'd with large drop rates, to get high end equipment. you get it all the AAs, what stops you from mass farming an easy zone and up converting it to the hardest to get materials.
                Originally posted by Merlaina View Post
                Also how about an AA that increases your chances to loot a TS component? I know with the way mobs are spawned the items are already predetermined, but maybe when you loot a TS component there's a chance it becomes 2 of that item. Maybe give it a 2/5/10% progression at 3/6/9 AAs.
                Does require code (everything on this list except more ranks of Salvage do...) but there is already a script hook on loot... so there is already a code path for "on loot" where they could probably insert the code. It would only work for the looter of course.
                Ngreth Thergn

                Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                Grandmaster Smith 250
                Master Tailor 200
                Ogres not dumb - we not lose entire city to froggies

                Comment


                • #9
                  Originally posted by Ngreth Thergn View Post

                  Not a huge fan of these, because it allows farming of VERY easy content that can be mass AE'd with large drop rates, to get high end equipment. you get it all the AAs, what stops you from mass farming an easy zone and up converting it to the hardest to get materials.
                  While I do see your point, and agree it's a concern, we're still talking about a large amount of farming of lower tier materials to get to the high end. If you need 5 items to upconvert to the next tier, then if you're farming tier 4 mobs for tier 8 materials you'll need 5 * 5 * 5 * 5 = 625 drops. Teir 5 would need 125, tier 6 25, and tier 7 5. I spent around 3 hours in the Feerrott recently farming spiderling silks (needed 300 for 100 tailor clay combines while skilling up) and I might have gotten 600 T1 mats in the time, which would almost equal 1 T5 drop.

                  The bigger concern would be farming someplace that has T6 or T7 drops, however these would take longer to kill and have less frequent drops. It might still be faster for the player to try and farm the materials from level appropriate mobs if it's within their capacity, but if they can't, be it lack of skill, level, group support, whatever, they have an alternative way to get the materials themselves rather than dropping crazy sums of pp in the bazaar. And it would also be a non-negligible (21) AA investment to even be able to convert the mats to the highest tier.

                  I'm not saying it's a perfect idea, or even a great one. I just want to point out that I think it would be very difficult to mass-kill lower tier mobs at a rate that would make it preferable over getting the higher tier mats straight from the normal source. I haven't done any in-depth analysis of drop rates or anything, so you may be right, it might be possible to AE T6 and T7 stuff for mats.

                  Comment


                  • #10
                    wow not this arguement again... I still say get rid of the 3/6/9/ crap and make it all even maybe even lowering it. And I still want Salvage to ignore merchant/vendor buyable items when considering what can be salvaged. Its one thing to increase trivials but if the time sinks do not get fixed Ill never fully return to the game (i'm sure SOE would rather get my 15 bucks every month instead of every few months...), increase drop rates( on skill up path items, please.



                    Ngreth tells you, "hrm. oops." !!!!

                    Comment


                    • #11
                      I don't think it's as much the skill-up path stuff that's hard to find as the high end stuff. Immaculate spinners, marrows, spongy loam, etc are in fairly high demand right now, and the prices are reflecting this. However I don't think they're too unreasonable, since (at least on Luclin) you can fully upgrade a slot with cultural (armor + symbol + seal) for around 120K. For a tradeable ~840 HME piece of armor with 75 purity and a focus effect this doesn't seem too outlandish to me. However I wouldn't mind any AAs that could increase that supply or lower their losses on failures.

                      Comment


                      • #12
                        How about 2 'abilities', hotkeyed abilities that give a short duration buff with the following benefits:

                        Failure Anticipation: you are able to quickly see that you may fail and remove all your components before anything is damaged. 100% salvage on all items, increases chance to fail by 30%.

                        Confident Crafter: you are able to create your item more skillfuly, but run the risk of going too fast. Reduce chance to salvage each item by 50%, increase chance to succeed by 30%.


                        Honestly I'd like to see the window currently called "Combat Abilities" renamed to just "Abilities" and more things done with it, tradeskill abilities are just one thing that it could then be used for; but thats another discussion.

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                        • #13
                          Originally posted by saum View Post
                          Oh and how about adding a title like "Grand Master Artisan" for having a base 300 in all tradeskills !!!
                          Because then it wouldn't fit on my magelo signature.

                          Comment


                          • #14
                            Originally posted by Zatz-Combine View Post
                            And I still want Salvage to ignore merchant/vendor buyable items when considering what can be salvaged.
                            And this is still an old argument.

                            Each individual item in a combine gets an individual salvage roll. So making a roll on the "vendor" item has absolutely 0 (zero, none, not a bit) effect on getting the salvage roll on the rare item.

                            So removing "vendor" item's would only result on making it more expensive, and have absolute 0 (zero, no, none, nada) effect on how often you get that rare component back.

                            It is posbile to get all 10 items back on a 10 item combine. Becuase each item is rolled individually.
                            Ngreth Thergn

                            Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
                            Grandmaster Smith 250
                            Master Tailor 200
                            Ogres not dumb - we not lose entire city to froggies

                            Comment


                            • #15
                              Exactly Ngreth, sarcasm was the intent there.



                              Ngreth tells you, "hrm. oops." !!!!

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